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View Full Version : What is Rifts? Here's the answer.


Teh_Kapten
11-01-2004, 07:58 PM
This is for all those who want to play Rifts in this forum but don't want to buy the book(s). Trust the information coming from me, I've been playing Rifts for almost six years and have suffered through reading 80% of their books (they have to have around 60 or more books that are Rifts related by now).

The first thing to note is that the entire point of Rifts is that it's open to everything. All you really need to know is the history and the current state of the world. Everything else you can fudge and it'd be fine so long as you don't god-mod or be a jerk about things.

The second thing, if you're playing it on here then you can throw the dice and the normal rules for Rifts out the window. You don't need to know how the number that shows how much mana you have left (I know Rifts calls Mana P.P.E.). You don't need to know the number of the damage you just did to that car when you shot it with your laser. If you want to know the rules and play it pen and paper style, then you do need to buy the base book at least, it's probably illegal for me to write all of that info here.

Now the history and setting:
Rifts takes place 300 years in the future, in a post-apocalyptic earth. The premise is that in 2100 peace comes to an end and nuclear war breaks out. Over 80% of the population is wiped out in less than a year. This is where the magic comes in.

According to Rifts and all Palladium games (Palladium Books is the company that makes Rifts) all living things have at least a small amount of Potential Psychic Energy (P.P.E. or Mana as other systems would call it). When you die, that small amount of P.P.E. gets doubled and leaks out into the world as a seperate force. Normally it's a far too small amount of energy to mean anything but when around 10 billion people or more die in less than a year (this is year 2100) then the amount of P.P.E. discharged into the world is staggering. And this is what does the real damage.

The energy clumps together and builds on itself, forming large, powerful, and very visible ley lines and nexuses (nexi?) of power. These nexi and ley lines rip holes in space, time, and dimensions, forming multiple bridges all over the world to anywhere, anytime, and/or any place. Everything you can imagine comes through those Rifts and goes into them. Aliens, monsters, demons, angels, deseases, plantlife, -everything-. This causes havoc everywhere on earth and the remaining humans clump together to try and survive. This lasts for about 100 years before things begin to calm down a little. These are called the dark ages.

Now things start to get a bit more organized. Humans find who they can trust and who they can't. Many humans ally against eachother, some ally with aliens, some ally against aliens. There are evil groups and good groups and some groups that are both at the same time. Magic has returned to Earth in full force and a number of people are studying it and even making schools for others to go and learn. The technology is still very good as some of the cities managed to survive the dark ages and the war, also a lot of alien technology helped. Psychics are numerous as well, and psychic abilities come in all flavours.

The game itself is set 100 years after the dark ages have ended. Certain powers are evident, some evil, some good, some neutral, some swing all ways, and all are desperate to survive.

The main powerful civilizations aren't very important. Many will disagree with me but really just use your imagination and make your own. I will list some of the major differences in Rifts Earth another time if I see people want more info. There's a number of different things that really make Rifts a great setting, some things that really can't be left out in a good description. I will get to those another time.

I hope that this clears up some things and answers some questions. Any more questions, ask here and I will answer them.

vilerwormchild
11-19-2004, 12:02 PM
Pardon me, I would just like to make a review of the acctual tabletop RPG, which I recently purchased. I liked it from the moment I opened the book, mainly the fact that the rules were laid out well enough for someone to start character. The rules themselves are quite old school (follow the tables and SHUTUP) similar to ADND, in fact the rules themselves strike me as an AADND, similar to TSR's game, it's complex but easy to understand (it's not that hard with tables, the greatest pain when it comes to games like GURPS is the constant need for mathematics and figure recording which completely kills a game), it also expands on it.

I was a bit confused at first about R.C.C's and O.C.C's, both of which are very detailed and have a rule set all on thier own, a player could easily memorize the ones for his character, how it makes life hard for a DM. There are TONS of classes in this book alone and since over 60 other books exist I can only imagine how many classes there are, HOWEVER there are no core classes, meaning there is no foundation for an ambitious DM to create his own occupations. R.C.C's are also very powerfull and this book only provides humans, dog boys and dragons (lots of dragons).

All in all I like the Rpg, it provides limitless possibilities and it's a solid system (on paper).

Teh_Kapten
11-25-2004, 12:12 PM
The unfortunate thing about Rifts is its creator. Palladium Books has quite a few different RPGs on the market (including a fantasy one titled Palladium Fantasy as well as a Ninja Turtles RPG and Robotech RPG). Rifts is a world that can use -any- of those other books as well as its own setting. This produces a number of terrible characters, luckily they make a rule of saying no half anything (what with the DNA of an elf not matching that of a human). However, gods can mate with anything and produce demi-gods and godlings which are overused. You get some pretty damn weird characters. Check out http://www.palladium-megaverse.com for a chatroom where people play online.

As for OCCs and RCCs, there is enough that can literally give you a headache to read through them all in one sitting. A good many of them are powerful, too powerful if you ask me. Once you get into the game though, and find a group you're comfortable with, the setting is awesome. It's one of the best ones I've tried. Also creating your own unique RCCs and OCCs is very possible but chances are there's an RCC or OCC in one of the books that is what you're looking for.

That's about all I have to comment on. It is a fun system, so long as you don't abuse it.

Dresdan
12-24-2004, 10:08 AM
A friend of mine that used to DM a 2ed D&D game for us got alot of us together and started a Rifts game. We only got to play for a couple of months (4-5 sessions) before he joined the Army, but this game was a blast. I really can't wait till he gets back. It is a fun system.